#blueprint

1 messages Β· Page 84 of 1

steady night
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whats the first thing that loads ?

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my gameinstance ?

remote meteor
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yeah

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after all the module startup, the first thing that is game framework related is the game instance

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for loading screen stuff

steady night
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so if i were to use the "event init" in instance maybve it would load before ?

remote meteor
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i recommend looking into CommonLoadingScreen plugin in Lyra

steady night
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oh'

remote meteor
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the moment you see the viewport, you should already have player controller though

frosty heron
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Laura said just snatch it but I don't know how πŸ˜”

remote meteor
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copy paste it to your plugin folder

frosty heron
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Oh wow, that simple πŸ‘€

steady night
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well yeah this is the problem obviously

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the loadingscreen istself works fine i just need it to pop up faster idnno if thats possible:

remote meteor
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when are you adding it now?

steady night
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controller

remote meteor
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begin play of controller?

steady night
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hmm wait im acctualy doing it in my HUD

remote meteor
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begin play of hud is also fine

steady night
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aye its there but still to slow

remote meteor
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standalone or?

steady night
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no its for the clients

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same for standalone

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acctualy

remote meteor
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probably need to add it while the map is already loading

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that means, use the plugin πŸ˜„

main lake
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I created a component and added it to my player and I'm seeing that components have 2 events "On Component Activated" and "On Component Deactivated". Are these events called when the component gets attached to the player or only when I add it to the player before runtime and it runs when it's starting runtime (being like "Begin Play" but for component) ?

thorny forge
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Hey guys can you tell me if this is stupid or not please?

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I'm trying to get rid of this:

remote meteor
remote meteor
# thorny forge

you sure you looking at the right place? i dont see the Baby property

main lake
thorny forge
delicate anchor
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Hi.
Iam Recreating The Blue Spheres Special Stage From Sonic 3 And Knuckles.
But In The Original Game When There Are Red Spheres In The Outer Formation (Red Spheres Forming a Square Of 9 Spheres Or More Can Work With Anything In The Middle Of The Square)
All Of The Spheres Turns Into Coins (Rings In The Original Game)
But I Can Not Find Anybody Done The Same In Any Tutorial
I Had The Idea To Make A Formation Of Blue Spheres In A Blueprint
And But Collision Boxes On The Outer Spheres Of The Formation
But I Want This To Be More Flexable In the Level Design Because The Original Game Had More Tha Only Square Formations And A Want To Put A Level Design Mode In The Game So That If AnyBody Made A Square Formation Of Individual Spheres It Will Function Like The Original Game
So Please If Any Body Can Help Me With My Problem

remote meteor
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on registering of the actor component to the actor, they will be called

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assuming the actorcomponent has auto activate enabled

remote meteor
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else you would need to activate it yourself

main lake
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got it

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thx

main lake
thorny forge
cobalt gulch
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Is there a way to do this while falling in mid air? It seems to slow the character down temporarily when changing the gravity scale where as i'd like it to speed up from the current speed

remote meteor
delicate anchor
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this is the Blue sphere BP that i made

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@delicate anchor

thorny forge
thorny forge
thorny forge
delicate anchor
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and Here is the red sphere spawner BP (and yes i made anothe BP to spawn the red sphere because i hade some problems)

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and here is the red sphere

thorny forge
delicate anchor
thorny forge
delicate anchor
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i will show some gameplay now please wait my pc is from 2024 B.C.

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it crashed again

thorny forge
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Ok, So in the original game, even if the player hits all the spheres on the outer perimeter but leaves the spheres, turns around and comes back to finish the rest they don't change into rings

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so you need something like a timer or a delay per sphere overlap that resets the event which will turn them all into rings if the delay has change to finish, but if the player overlaps another one the event is reset

delicate anchor
thorny forge
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but only if the player is running over them conitnuously

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continuously*

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of the player leaves the square and then returns, it doesn't change them to rings

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try it yourself

thorny forge
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Anyway to get them to all change into rings, you need to make the spheres on the outer perimeter have a tag, so you can call it for each time you overlap one. The inside ones wont have a tag, then you can say:

"For each one overlapped within 0.5 seconds since the last one, and 6 has been overlapped and turned red. Turn all spheres in this grid into rings"

coarse grove
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Hello guys, im actually trying to do an area damage around the player. Its made from some explosions but I want to control exactly the distance from player each explosion will spawn. What would be the best approach to do it?
I was thinking to get forward vector and multiply by a distance, then rotate it around player. Actually I tried to use the node "rotate around axis" but it did not work, they just dissapear. If I dont use the node, they spawn in a line, like the following image. Any Idea how could I solve this problem? Or there is a better way to spread them around the player?

twin shale
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Code layout question: I have items that have loads of different actions that can occur (equip, equip to multiple slots, add to hotbar, etc etc). Right now I have actor components on the Pawn that read the items and perform whatever relevant process the item needs. For example I have a EquipmentManager component that just reads the equipped items manages changing and updating Skeletal Meshes. I was thinking about making the Item objects responsible for their own actions. I'm not sure if this is the best approach or not and I'm trying to decide how to proceed. Kinda just looking to see what other folks are doing

delicate anchor
thorny forge
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Just have the ones on the outer have a tag called "outerSphere" or something

thorny forge
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And then just have a check that asks "if 6 with tag "outerSphere" have been turned blue then turn all objects in actor into rings instead"

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maybe I'm wrong because there's a lot of ways to approach this

thorny forge
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You can set tags like this

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each component within an actor will have a component tag that you can create and name

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otherwise the actor itself will just have a regular tag

delicate anchor
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note: every blue sphere is a different actor from the same blueprint (BlueSphereBP)

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here is the gameplay from the engine (sorry iam noob at my own game) this is what i mean now i want when i do this all of the spheres turn into rings

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@thorny forge But in my case the coins that were shown in the gameplay (BlueCoinsBP) instead of the rings

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@thorny forge If you want my project to test it out yourself just let me know

thorny forge
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Destroying and spawning actors is quite expensive in this case, I'm trying to think of a better way

thorny forge
delicate anchor
trim matrix
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How can I make the player focus on something? For example, let's say a TV is playing, and it's playing something important. How do I make it so if they try to look away, the camera slowly looks at the TV again?

frosty heron
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interpolate from current to Target , target being the TV

trim matrix
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Okay thanks. Would it be better to disable movement or should the player still be able to move around, just focus on the TV?

frosty heron
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up to you

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your game, your design

trim matrix
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Yeah true

astral geode
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Hi does someone know why the camera doesn't see the sky (i use "good sky" for my sky box)

thorny forge
delicate anchor
main lake
thorny forge
frosty heron
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@trim matrix Freebie

vestal sapphire
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How can I create a category for actors? Or groups, or tags, or something?
For example, I have different weapon types: knives, guns, granades. Each has multiple actors in them for different weapons. How can I do a check inside of blueprint code that this actor is a grenade type, or this actor is a knife? I can't do this with a "class" check, because each individual is it's own bp class...

frosty heron
thorny forge
delicate anchor
frosty heron
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and make child for each weapon type

frosty heron
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Make a base class for the weapon, each weapon (guns, grenade, etc) is derived from that weapon classs.
if you have an array of Weapon ref, you can just cast to check the type

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or do equal check with the class, depending what you need

vestal sapphire
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hm. equals check doesn't return true if the parent class matches, as far as I've tried.

thorny forge
delicate anchor
frosty heron
vestal sapphire
frosty heron
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not the class it self

thorny forge
vestal sapphire
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But that's my point. I want to have something to check against, that will work for all the children. Or items in the group. Or whatever.

So if I have 10 different throwing knives, each as their own actor, I can have something to check that they are all of one type: throwing

frosty heron
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though I don't have your project, I smell something wrong with how you structure your classes

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but in any case

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if u have an array of things, and u want to check if they derived from a weapon class

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you can just cast the ref to the weapon base class

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EG. BP_Weapon (Parent), child of it are (BP_Knife), BP_Grenade , BP_Sword

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now there are an array

BP_Something, BP_Knife, BP_Sword

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you can do a check with cast to see if they are derived from the weapon class

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For Loop -> Cast the ref to a weapon class, if it's valid then it's a weapon class type

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BP_Something will end up with cast failed while the rest will return succsess

vestal sapphire
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Ah, ok

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so like this, this works

frosty heron
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No need to check for class here

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get rid of get Class

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Just get the blue pin -> Cast To Bp_Parent

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especially if u need to access the instance. You better off casting the instance right away

vestal sapphire
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Ok, that works too, thanks

white field
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does a variable need to be public in order for a child to be able to alter it?

frosty heron
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but in bp there is only public and private anyway

white field
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hmm, I see

frosty heron
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private will make the variable accessable to that class only, not even it's children

white field
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what about something like Initial Speed within ProjectileMovement component?

frosty heron
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@white field what about it?

white field
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well that's like a variable within the component (not sure if that's technically correct way to describe it) and if the component is in the parent, say you wanted to alter it on children..

frosty heron
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It's public variable

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you can alter it

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wether you should or not, i don't know

white field
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heh

hallow scroll
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hey guys I want to achieve a first person camera and I have a problem with my weapon actor that wont pitch automatically, so i have to set the rotation of camera from the player to the weapon actor (child component of the player)... but when i do this i can pitch BUT its stuttering when i do... any ideas? ... If u have any and ur done with your current thread, would be awesome πŸ™‚

white field
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ok thanks πŸ™‚

tight pollen
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I have no idea why, but in AI_Character I can't spawn Sphere Trace By objects, line traces, etc.

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someone can help

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?

frosty heron
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Show code

tight pollen
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@frosty heron

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Animation is play

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but Sphere Trace not

frosty heron
# tight pollen

have u print string, make sure the sphere trace function gets called

tight pollen
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is called

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in Editor

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in package game not

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but animation is playing

frosty heron
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Not sure how the top and bottom relates

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but I never have a case where things don't work in package but works in editor

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not saying that's not the case but I don't know what happend on your end

tight pollen
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Attack Player is first

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then is sphere trace

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this is all

frosty heron
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What u are saying is, u can't see the debug trace in packaged?

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I would guess the debug draw mode is disabled on shipping but not 100% sure

tight pollen
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sphere trace is not visible at all when I enter the Show collision command, but all others are visible

remote meteor
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trace =/= collision πŸ˜…

tight pollen
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right

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what can I do with this

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how can I fix it?

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where is issue?

undone bluff
golden pagoda
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Hello, anyone know, how to make this type of menu , how much vram is remaining ?

undone bluff
tight pollen
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is set For Duration

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and not Draw in a packed game

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in Editor all is fine

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collision works in Editor with this trace

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but not in packed game

undone bluff
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what you can do is project the world position of the start and end of the trace to the screen

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and then use that to draw a line in HUD

hallow scroll
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Hey Guys! I Have the following Problem:

  • When I set the transform of my WeaponActor to the position i get a weird stuttering only on pitch...It seems like it tries to set the location but steps back every tick and then it resets it...

Is there any different way to do this?
I Also tried to set a camera directly into the WeaponActor but then i cant pitch up and down...only left and right :/

lyric quiver
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does event construct on a user widget get called every time the widget is created after being removed or only the first time?

frosty heron
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it can get called multiple times, under some circumstances

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it also tells u what you need to use if u only need a one time thing that runs when created.
OnInitialized

lyric quiver
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I wasn't sure of the terminology here

frosty heron
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well if u are not doing slate (c++) probably don't have to worry about it

lyric quiver
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ok thx

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If I have a variable in a user widget, change it's value during gameplay, and then delete the user widget, will the variable still hold it's changed value if I create the widget again?

frosty heron
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Lets talk about delete first

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how do u define delete

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remove from parent doesn't delete the instance of the widget

lyric quiver
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wrong word lol

frosty heron
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Ok that doesn't delete the widget

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So it's still hold the value (since the instance still exist)

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and if u want to see the widget again, you can just add to viewport again

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To delete widget, you need to remove from parent then set any reference to it to none. It will eventually get garbage collected

lyric quiver
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Yh I'm just trying to debug why a bool isn't working as I want it to so was just making sure that wasn't the problem

olive yarrow
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Willing to exchange pet pics for help 😦

frosty heron
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add one everytime you pick something up

olive yarrow
frosty heron
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unless ur character can only have one item at a time

heavy lynx
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Hello everyone, is anyone available to help with some issues regarding Delta Seconds math ? (I need help using the Event Tick for fake physics along a spline)
(hopefully this is the right channel)

frosty heron
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I don't know what you use for each loop for

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logic should be , on item picked up, Get the Item array -> Add the item to the array

olive yarrow
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oh, i just used it for its array

frosty heron
heavy lynx
frosty heron
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probably best to figure out the math on paper then try to do it in unreal

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if u need to set an object location, it seems like InterpTo is what you are looking for

olive yarrow
frosty heron
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a string 0o?

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use a struct that contains all the data an item need

olive yarrow
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i think that is also my bpc inventory.. it all kinda goes back there - i believe. my knowledge in unreal is only 6 months in

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update - made the valid get after my second branch go into its branch for both is valid and is not valid. so now i can pick up both! buuuut it still over writes

chilly plover
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Guys I am having an issue. I have a box collision with this BP overlap and a custom InputAction called: Interact assigned to the E key. But it doesn't work. Anyone have any ideas?

frosty heron
chilly plover
olive yarrow
frosty heron
# chilly plover This is a door BP

That's the issue, your player doesn;t own the door. Any input called there will not work unless you set some setting which is a super terrible practice

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Handle input in your player character

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do the logic to interact there

olive yarrow
chilly plover
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This is for opening a door

frosty heron
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don't do any input anywhere that is not owned by the player

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you either do it in your character or your player controller

chilly plover
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How do I do that then as each BP has different door settings

olive yarrow
frosty heron
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You normally want to use interface for interaction

olive yarrow
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here's a peak at mine for instance, it's in my player bp

frosty heron
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is this intended? because it's really fishy from my perspective

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im just another newbie tho

olive yarrow
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no it definitely isn't intended facepalm haha
I'd like just one widget

frosty heron
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if it's valid then dont create the new widget, connect the pin straight to the add item logic

olive yarrow
frosty heron
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you still need the create widget

chilly plover
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I need the BP in a datatable?

olive yarrow
olive yarrow
frosty heron
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this is a data table

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Interaction systems are widely covered in youtube pretty sure. A lot of them probably quiet bad but at least it's a start

olive yarrow
# chilly plover I need the BP in a datatable?

think of it like that, your door is going to have an event that calls to make sure the interaction from your player is successful. If they agree with each other, your door will more or less use that interaction from your character - and THEN in your DOOR you'll have that whole "rotate" blah blah

frosty heron
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Depending on your game, you want to define how to initiate the door.
Seeing that you are using volume, Im just gonna assumed you are doing Top down or some sort

  1. Player press Interact -> Get All overlapping actors
  2. For each Loop -> Get Actor -> Implements interact? if true, call the interact (interface) then break
olive yarrow
# chilly plover I need the BP in a datatable?

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frosty heron
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I hope you don't get stuck in tutorial for long, there will be time where you have to unlearn some stuff from youtube.

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Matthew videos is pretty good imo

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straight to what the node does

olive yarrow
frosty heron
olive yarrow
celest trench
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Hey everyone! How do I add an actor tag via blueprint? Also does the Player StartTag count as an actor tag if I were to use "Get all actors with tag"?

carmine scaffold
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im currently using ninja character

broken wadi
celest trench
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Thanks for the info about the start tag!

broken wadi
celest trench
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Okay I see that. Thank you so much!

steady night
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is there any way to get UI button "on button down" event ?

edgy ingot
marble yew
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how to make temporarily nodes inactive ? i do not want to compile them yet

steady night
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@edgy ingotyeah but that only fires once i want it repeatedly fiering

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i can do my own logic ofc im just checking if theres a done way already

edgy ingot
steady night
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Yeah solved it

turbid pecan
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Wanna validate something with yall. So I am doing my dungeon crawler grid movement bp on a FP template project.
I got the rotation down, so I can turn the camera 90 deg or -90 deg at a time. The thing is, the WASD movement seems to only be taking me in one direction no matter my orientation, which I assume is normal since I haven't done anything with it.

Am I correct in assuming that to get to my goal, I have to base my movement on the yaw of my actor? So for example say I start the game, yaw is 0 (my camera faces the X axis) therefore my movement calculations should apply such that W and S set actor location on X and A and D set it on Y, but if I rotate 90 deg, then W and S should flip to Y axis and A and D to X axis?

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Or is there a simpler way?

fluid lagoon
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Does adding components to the hands in the VR template stop controller tracking because this suddenly happened to my project today even though I havent touched the VR pawn settings, only added a collision box

wraith basin
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Hello, I’m trying to make a movement system in UE5 where if I hold RMB and move the mouse, both the camera and my character's direction are affected, but if I hold the LMB, only the camera moves.

I enabled β€œShow Mouse Cursor” in my player controller and used β€œSet Input Mode Game and UI” inside my ThirdPersonGameMode to make it to where I had my mouse cursor showing unless I clicked, which would then hide the cursor and allow me to steer my camera and character, but the problem is that both the left and right mouse button do the same thing.

Here's a couple of examples. Left is how it's currently working, right is how I'd like it to work. Any help is appreciated

undone bluff
faint pasture
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yup

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mouse always changes control rotation

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camera always follows control rotation

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when rmb is down, character does too, otherwise it follows velocity

turbid pecan
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hmmmm I think I moved a bit further in my quest.. So I think I figured out that I can use "forward" vector to dictate movement based on camera rotation.. however I am still not there

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Can't quite grok how that plays into the movement calcs

faint pasture
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Describe your desired rules

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you want character orientation to be xxxxxxxxxx when xxxxxxx and yyyyyyyyy when yyyyyyyyyyy

turbid pecan
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Are you asking me or Occams?

faint pasture
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whoops wrong guy

faint pasture
#

then rotate your inputs by that rotation to convert from WASD space to world space

turbid pecan
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But I have no godly clue how to translate it

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lemme post a pic of the current tragedy

faint pasture
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rotate vector

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make a vector out of your inputs

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rotate it by the stored rotation (or by the camera rotation, which is typical for a game with camera able to be at any rotation)

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bam, thats your inputs in world space

turbid pecan
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This one isn't working at all how it should..

undone bluff
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interpolate to make it smooth

turbid pecan
faint pasture
turbid pecan
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im trying to make WASD work based on the rotation now

faint pasture
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OK first off, what inputs do you have

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do you have WASD as a vector?

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or do you have MoveForward and MoveRight as separate axes

turbid pecan
undone bluff
faint pasture
wraith basin
faint pasture
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@turbid pecanPrint that, make sure it seems correct

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X should go 1 to -1 on W and S, Y should do the same on A and D

turbid pecan
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I wonder if my EIA keys are set up with the right modifiers

undone bluff
# turbid pecan

are you trying to avoid using the character movement component?

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even if so you should probably copy that setup for movement

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add movement input will move the actor each frame and scale it by the deltatime

turbid pecan
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im just using the FP template and I went into the event graph where it had the look and move stuff, and just disabled those and added my own mess

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The thing is my movement needs to be precise, 300 units on any axis and only if theres nothing in the way on that axis

lunar sleet
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Clamp

turbid pecan
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I kinda feel like we are talking about slightly diff things now

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Atm the only issue I have is that my WASD is not respecting the camera look

faint pasture
turbid pecan
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So say I am looking at the positive side of the X axis, I would like W to add 300 to x and S to subtract 300 from x

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but if i turn 90 deg right, then it would be +300 - 300 on the Y axis by pressing W/S

turbid pecan
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I just fudged it

faint pasture
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Swizzle moves from X to Y and from Y to Z etc

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so w = nothing
A = negate swizzle
S = negate
D = swizzle

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Once you get your inputs straightened out, then worry about the translation to world space

turbid pecan
#

Correct nums showing

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So first off, thanks for helping here

faint pasture
#

k so set up your movement to totally ignore camera for now, just moves in world coords based on input

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Input -> ??? -> Move in X direction

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Rather

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Input -> MoveDirection = InputVector -> do the move

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Then once that's working, you can get MoveDirection to adapt based on camera

deft prism
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Hey all. I'm having difficulty getting animation notifies to work. Inside my Animation Sequence called punch I added a skeleton notify called PunchEnd.
In my Animation BP I am able to right click and add the event. When the punch is triggered, the animation plays but the notify is never called. The punch animation is called from a state machine if that makes a difference.
Any thoughts on why the notify is never triggered in the AnimBP?

faint pasture
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CameraRotation -> break -> yaw -> divide by 90 -> round -> multiply by 90 -> make rot -> this is now your rotation you care about

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MoveDirection = RotateVector(RawInputVector, RotationYouCareAbout)

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done

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Assuming you already don't have a snapped yaw angle, if you do you can skip all that and just use it.

turbid pecan
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OK so this moves properly atm when I start the game. I am facing +X and W moves me fwd, S moves back and so on:

faint pasture
#

between the input vector and the do once

undone bluff
# wraith basin So as of now, whenever I hold either the left or right mouse button, my characte...

So as of now, whenever I hold either the left or right mouse button, my character turns to follow the direction my camera is facing, but only while moving. This is only intended for the RMB.
probably because Orient Rotation to Movement or Use Controller Desired Rotation is enabled in the movement component (probably the latter)
If I hold either button and rotate the camera without moving, the character stands still, which is intended for both. Currently, Use Controller Rotation Yaw is unchecked
if you don't want Use Controller Rotation Yaw to affect your character when it's not moving you just check if the velocity is bigger than zero while the RMB is held down and if not you turn it off

turbid pecan
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@faint pasture the rotation code I have is this:

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It both sets the control rot by 90 or -90 based on Q or E press and also stores it for other uses

faint pasture
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The reason you'd want to do that is for precision

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what if you move AS the camera is rotating

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you'd move off the grid

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So set a TargetYaw float there, which is only ever some multiple of 90, then you can use it in the movement side of things

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just after the do once:
TargetYaw = TargetYaw + InputValue * 90

#

then use that in the movement code.
MovementDirection = RotateVector(RawInput, MakeRotation(TargetYaw,0,0))

wraith basin
# undone bluff ``So as of now, whenever I hold either the left or right mouse button, my charac...

I currently have Orient Rotation to Movement checked and Use Controller Desired Rotation unchecked. Whenever I uncheck Orient Rotation to Movement my character no longer turns to face the cameras direction, but still moves in that direction. I'm posting a picture of my IMC and Blueprints to see if that helps clear anything up.

if you don't want Use Controller Rotation Yaw to affect your character when it's not moving you just check if the velocity is bigger than zero while the RMB is held down and if not you turn it off

I unfortunately don't understand this. I'm brand new to basically everything.

#

Only real change I've made is to my Game Mode, where I added the control for hiding and revealing the mouse cursor

faint pasture
#

what do you WANT to drive your movement direction by?

undone bluff
#

can you give a very simplistic point by point summary of the behaviour you want?

faint pasture
#

Probably wants to use the capsule rotation instead of control rotation for determining the movement orientation

#

that's really the only other possibility

wraith basin
#

While holding the LMB, I want WASD to control to direction of the player, while mouse controls the camera to swing freely around the player without affecting movement

faint pasture
#

or rather

#

direction of player and direction of movement are separate right now

#

do you want WASD to ALWAYS input movement relateive to the pawn's rotation?

boreal crypt
#

Has anyone dealt with crosshairs for third person games?

My character is offset from middle, and I'm using a projectile that comes from a point on the mesh, out towards the direction the camera is looking.

When I try to adjust the crosshair position, it is always off in some way. Either it lines up perfectly when hitting something up close, but then it is off when hitting something far away, or vice-versa.

If I do a line trace from the fire point in the direction and then ProjectWorldLocationToWidgetPosition from the impact point, it works, but the crosshair also jumps around wildly.

I don't think I've ever played a 3rd person game where the crossthhair didn't align with where e projectile/shot would go, and it never really jumped around wildly.

Video of issue:
https://gyazo.com/5e460054797e8f636c38a13a4ac7482a

Attached is my blueprint for my projectile transforms, I've tried a variety of values for how far out from the camera to "aim", 50, 5000, doesn't seem to make a huge difference.

I'm wondering if I need to line trace to that point on the screen, and then use the impact point there as the target in my find look at rotation?

faint pasture
faint pasture
undone bluff
faint pasture
#

Do a line trace, and enforce some minimum and maximum aim distance you care about

faint pasture
turbid pecan
faint pasture
#

just control rotation does/doesn't drive capsule rotation

undone bluff
#

ah fair point silly oversight

#

not use controller rotation yaw

faint pasture
#

RotateCamera -> update TargetYaw -> do the rotation
Movement -> rotate InputVector by TargetYaw -> do the movement

#

That way if you move halfway during a camera rotation you don't walk off the grid lol

#

you do want to move on a grid right?

faint pasture
#

it'll fire once per key down

undone bluff
#

I'm way too tired to be giving programming advice haha

turbid pecan
#

To be clear - I am asking all these questions because I am also learning here. Not just doing stuff. I kinda wanna understand what I am doing and why

boreal crypt
undone bluff
#

even though I really don't like it

wraith basin
#

So if the RMB was working correctly before, the LMB is working correctly now

wraith basin
turbid pecan
#

It finally clicked

#

phew

undone bluff
#

I'm a little confused

undone bluff
#

okay

wraith basin
#

So if I'm looking over my characters left shoulder, and I strafe, it'll will be directly left and right relative to the character, not the direction of the camera

faint pasture
#

so relative to character

#

so do what I've said to do 3x already

#

use capsule rotation for your movement vector, not control rotation

#

then just hook rmb up to enable/disable using control rotation yaw and it'll work

wraith basin
faint pasture
ocean crow
#

Hey does anyone know why my initialise function is working for the server host (listen server) but not for a joining player? I dont understand why the cast is returning an "Unknown" player character.

faint pasture
#

your 2 states are that you either use control rotation yaw or not. You never orient to movement as far as I can tell.

faint pasture
ocean crow
ocean crow
faint pasture
#

why is the widget telling the inventory to initialize?

#

don't

ocean crow
#

should it be in the player controller?

faint pasture
#

either that or gamemode

#

something that exists on the server and is network aware, the widget is neither

faint pasture
#

just enable/disable using control rotation for the pawn's orientation

#

that's it

undone bluff
#

right

faint pasture
#

movement is always relative to pawn orientation
Camera always follows control rotation
Mouse always changes control rotation.
When RMB is down, pawn orientation follows control rotation

#

when it's not, it just stays at whatever rotation it was last at

#

you're after WoW style controls right?

ocean crow
faint pasture
#

so while it's doing that, it might as well initialize it too

ocean crow
faint pasture
#

refer to the diagram

chilly plover
#

Would anyone know why my decal reflects white when there is no light and shines white. It is a blood decal. How can I stop the reflection of lights or reduce it?

chilly plover
#

This is the master material BP

#

It ends up looking like this in the dark

turbid pecan
#

@faint pasture last bit of pestering if I may.. This set up for movement right here works beautifully. Although it is not conducive to quick succession movement. Like Clicking W repeatedly will still be the same animation speed and the timeline doesnt do much to speed it up and I suspect this is to do with the do once node?

#

I tried without it, but this ends up with pretty big drop in collision accuracy and i sometimes phase into walls

ocean crow
#

So this happens in my gamemode when a player joins, how can I get a reference to the widget reference (UI Inventory Ref) from the HUD widget?

faint pasture
faint pasture
#

or just speed the timeline up

#

Either way, if you want to avoid the problem if clipping through corners you have to have something that makes the intermediate moves

chilly plover
#

Thanks, removing emissive worked πŸ™‚

turbid pecan
faint pasture
#

if it is glowing, you've had a REALLY bad day

wraith basin
# faint pasture you're after WoW style controls right?

That is exactly it, and I tried to figure out what you mentioned regarding using RMB to enable/disable using control rotation yaw, but I don't think I'm doing it right. My assumption was that I'd call the RMB event and store it as a variable, and then turn Control Rotation Yaw on or off based on that, but that's not working. Once again, I'm very new, so I apologize for my ignorance if this is done completely wrong

faint pasture
#

you have a lot of extra steps

wraith basin
#

So like this?

faint pasture
#

put a print on those and make sure it's responding to clicks the way you want it to

pastel garnet
#

Can anybody help me solve this issue? I am trying to create a drag and drop but it only works when the (Generic button) is disabled and not when enabled. Any more information needed please let me know

wraith basin
faint pasture
#

you sure you don't have orient rotation to movement turned on?

faint pasture
#

are you storing game state in your widgets?

#

If what you're after is a way for the widget to know that the inventory is initialized, use a repnotify probably

ocean crow
# faint pasture are you storing game state in your widgets?

No, i just want to open the inventory when a player presses tab. My issue is that I cant get the player controller in the widget blueprint (using get player controller index 0) to return a correct player pawn for a joining player. Works on the host, not anyone who joins.

faint pasture
#

but either way the gamemode doesn't care about your UI at all, it just does its thing. Whatever is storing your inventory data is responsible for letting the UI know it's been updated (or better yet, the UI just binds to a dispatcher on it)

faint pasture
faint pasture
#

for real

#

Start from the top, what class is spawning your widgets?

#

usually it's PlayerController or HUD

wraith basin
# faint pasture you sure you don't have orient rotation to movement turned on?

I'm not sure, and it is not. Whenever I'm moving, the print string doesn't appear, and whatever state it was in before the character starts moving is what it gets stuck in until I stop moving. So if I hold the RMB and then start moving, then Controller Rotation Yaw is enabled, but if I don't, then it's the normal controls

ocean crow
faint pasture
wraith basin
#

Here's my current blueprints if it's any help

faint pasture
ocean crow
faint pasture
faint pasture
#

thats it, thats the playercontroller which owns the widget

faint pasture
cold lion
#

I am trying to follow a simple tutorial and im only about a minute in and this i not working for me

cold lion
faint pasture
#

but a behavior tree component and a behavior tree are not the same thing

wraith basin
faint pasture
#

you can just get input axis values whenever you want

#

you don't need the input axis event

cold lion
#

I have done this before and it worked but am redoing it cause of other issues that happend this is the working one and I can't figure out why

wraith basin
faint pasture
cold lion
#

it's a new one

faint pasture
#

your object types for BehaviorTree variable are different

#

one is a component, one is not

#

why is it not a subclass though

cold lion
#

I must be blind

#

it's not a subclass because I am remaking it to fix another issue to see if I missed anything

ocean crow
#

Any idea why this still returns "Unknown" for the cast?

faint pasture
#

when are you calling this?

#

your pawn might not exist yet

ocean crow
faint pasture
#

show more

ocean crow
#

event begin play*

faint pasture
#

that might be too early

ocean crow
faint pasture
#

also you want to gate by LocallyControlled, you don't want to try set up UI for the serverside playercontroller

faint pasture
#

you just told the server to spawn you a pawn, and now you want to get at it

#

the server hasn't even got your request yet

#

welcome to multiplayer

ocean crow
#

yay

#

I am gating by LocallyControlled correctly there right?

faint pasture
#

yeah that looks fine

ocean crow
#

when should i call it then

faint pasture
#

the controller requesting a pawn is a bit sus

faint pasture
#

do you hvae access to AcknowledgePossession in BP?

ocean crow
#

I have event on possess?

wraith basin
# faint pasture try: Tick -> UseControlRotationYaw = IA_RMB

I figured out what was wrong. I had implemented the ability to move forward by holding both the left and right mouse buttons simultaneously, and that was getting in the way of your solution. Got rid of that and everything is working as intended, I just need to figure out how to add that functionality back without breaking the camera now

#

Thank you so much for you help, it's really appreciated

ocean crow
#

these are the errors

#

referring to this initialize function, which has an is valid inside:

chilly plover
#

Is it poossible to get a random number between 0.0 and 1.0 to replace the 0.2 value? So this will be random everytime

cold lion
#

Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Branch Graph: Handle Enemy State and Calculate Degrees Function: Execute Ubergraph BP Base Enemy Blueprint: BP_BaseEnemy

I keep getting this error yet if I copy and paste my enemy in it functions fine but making a duplicate or child does not work, am I missing something? the rest of the code is just making the 8 way sprites trigger and rotate correctly

faint pasture
faint pasture
#

every frame?

#

every instance?

chilly plover
#

Just randomly in seconds

#

So when I dragf ther light out they don't all flicker at the same time

faint pasture
#

so per instance

#

per instance random is the node you want

chilly plover
#

It doesn't let me add it on the material though

crimson saddle
#

Does anyone have good tips for optimizing nested arrays?

In my case I need to iterate through a bunch of actors, check an array of their values, and compare it against another array of values.

I'm not really sure how to optimize this well, since I need to recalculate my values knowing that many of them have changed. So I can't really cache them to save calculations (besides storing the result until next calc like I already do), and if I update as values change then I basically need to calculate the same thing in reverse.

brazen merlin
crimson saddle
brazen merlin
#

Well there are structs.....

#

Data tables....

#

Like i said, i dont fully understand.. so i can only think of the other data types that can be utilized

ocean crow
#

anyone know why this returns "No Player Controller" for connecting players but not for the host?

edgy ingot
#

Dont add delay its not even a bandage, u dont know how many second u have to wait since that depend on ping

crimson saddle
# brazen merlin Like i said, i dont fully understand.. so i can only think of the other data typ...

I can try to clarify more.
I am running calculations that need to compare multiple arrays from multiple actors a couple of which are maps of arrays, which naturally requires lots of nested loops.
So like Actor>Map of arrays>Array compare against Array and do it for everything in the map

I'm trying to figure out how to optimize that process a bit more because obviously my operations will grow exponentially.

edgy ingot
edgy ingot
crimson saddle
remote meteor
#

vs2022 doesnt suck tbh πŸ˜…

silk cosmos
ocean crow
long torrent
#

Hey yall I was wondering if anyone had run into this before, basically I am using a waterfall fx blueprint to simulate the wake coming out the back of this ship. Its just a mesh along a spline, however the meshes keep despawning depending on where I look. I don't have World Partition enabled or mesh streaming or anything. I am not sure why this is happening.

silk cosmos
#

Just a guess but it might be an issue with your meshes object bounds since it seems to be related to your cameras transform. It could either be in a weird spot/too small. You should be able to increase the bounds scale somewhere

long torrent
boreal crypt
#

Is there a way to get a variable from the level blueprint from an actor?

I see getLevel as a node, but from that I can't get any of the level blueprint variables.

#

Nm, gamestate makes more sense to hold these variables

edgy ingot
crimson saddle
remote meteor
#

back then in vs2019 yeah it sucked

queen heron
#

I'm tryna create a data asset with the information I'm setting through the utility widget
but I don't know how to give it a variable when it is created

#

the data asset is succesfully created yeah, but it comes up empty right now

brisk rain
#

Hello! I'm trying to figure out how I can make a global leaderboard for the 10 top scores. Do I need to do it manually every update, or can I connect to a database where I can send (or even put manually) and retrieve scores?

edgy ingot
#

Can just retreieve the data when you open the widget or refresh it as often as you like depending on your need

remote meteor
#

open widget, asynchronously retrieve

#

usually

#

if you want immediate then maybe a periodic background query, then whenever widget shows up, refresh to latest local copy

brisk rain
edgy ingot
#

And how

brisk rain
#

any reccomendations ig?

edgy ingot
#

I dont tap into this sort of thing but if u have a website u can prob use mysql

#

Or you can have it in a txt file somewhere on the net kappa

#

I can only give crappy ideas

brisk rain
#

I found a tutorial for mysql

brisk rain
edgy ingot
#

U will still need a server tho

#

There is already plugin for leaderboard afaik

#

If i have to do something like this, i would just use api and make http request

shy gorge
#

anyone know a fix to a problem when I create blueprint and all added default data disappear when I save the bp?

cyan jetty
#

I want to create a character bluprint that I can place as often as I want. If you left click on it the camera should switch to the new character (works). However, you cannot control the camera but continue to control the one of the first character. All characters have the same BP

cyan jetty
#

whats that?

ocean crow
#

ok i still cant figure this out i dont understand, why does this print string return null for joining players but not for the host of the session? this snippet is run on event begin play, if I run it on event possess its null always, idk surely I am missing smth obvious?

dark drum
dark drum
# cyan jetty whats that?

You need to tell the controller to possess the new pawn/character otherwise it won't receive inputs from the controller.

All you're doing is changing the camera it uses to view the world from.

marble marlin
#

Can I export blueprints in some more functional way that just screenshotting them? I would like to make myself a catalogue that can ideally be rendered somehow in Obsidian. Thank You.

dark drum
marble marlin
steady night
#

FucΒ€#"%Β€ is this dumb ass shit ?

queen heron
# steady night

have you tried disconnecting the connection from the add input and the float variable output and connect back?

steady night
#

i just delted all and redid

#

worked...

#

just UE being stupuid

queen heron
#

hmm

edgy ingot
#

If you need to run something on client machine use acknowledge possession

edgy ingot
ocean crow
#

im testing at like 500ping so 1.5 seconds is probably overkill, but eh it works

ocean crow
edgy ingot
#

Using delay is not a bandaid for multiplayer

#

U gotta set things in the right places

dark drum
ocean crow
#

Oh so I can't be certain that if a player has less than 500 ping it will always work?

ocean crow
remote meteor
#

if you need the controlled pawn in the player controller, you can just use Possessed event

heavy lynx
#

Hello everyone, could anyone help me with some apparently simple math ? I have this function that is executed every tick to find an increment to set an actor location along a spline using some fake physics, but I can't find how to make it frame independent, I tried using the delta seconds but it scales unproportionally... By that I mean at high frame rates, the train updates faster and the math is more accurate so it slows down a lot more due to friction, while at low frame rates the train also updates rather fast (I haven't measured how much faster/slower than at high framerates) but slows down less making it able to traverse more distance... I would need help fixing the function so that the math stays independent of FPS

The function : https://blueprintue.com/blueprint/fvoh_7lo/

(the value "Increment" is used every tick to find the location at distance along spline (Distance=LastDistance+Increment))

frosty heron
cosmic kiln
#

gentlemen i'm in a bit of a predicament

#

recently i came to seek help to see how i could make the weapon model independent of the camera's FOV

#

and i've been informed that you can use a world offset value in materials

#

now i found out how to do it and it works HOWEVER there is one problem

#

the gun blueprints themselves also acts as pick ups, which means that the offset's there even when the gun's not picked up

#

which gives a weird effect of the gun moving around

#

how can i make the offset apply only when the gun is equipped and not before then? do i need to overhaul my pick up system??????

ocean crow
# frosty heron What's the goal? You want to set inventory component both on the server machine ...

yes, but im doing it on the player controller so ideally just for the respective player controller. This works fine on the server host and in singleplayer, however when a client joins the server it returns an invalid controller as it is run on event begin play and hence was called before the controller was assigned. Event on possessed doesnt help either for some reason, it actually doesnt work on the client or the server host or in single player.

#

I also dont see why that delay wouldn't be a suitable fix? Surely if I'm simulating everything with 500ping in the config file then I'm looking at a worst case scenario always, and so unless someone somehow connects to a host with more than 500 ping, the 1.5 second delay node would solve the problem wouldn't it?

frosty heron
#

I don't know how others do it but I have nothing on my event begin play on both the character and controller

#

I set my mapping input on posses for the server

#

And onacknowledgepossession for client

#

Did my cosmetic logic there too

#

Tested with high ping , no problem

ocean crow
#

Is there no way to access the onacknowledgepossession outside of cpp?

frosty heron
#

I just pack up my pc so I can't open the editor

#

Also I'm just another newbie in mp. Your best bet is to ask in #multiplayer

#

Anyway the problem right now is you don't have a valid controller?

#

I mean on posses shouldn't even run in client. R u sure that accesses none happend for the specific print string?

ocean crow
#

yeah it does, im gonna leave it on a delay for now and work on it later, ik everyone has said it's not a working solution but it allows me to test other parts of my game in multiplayer so il get back to it when i need to

#

thanks for your help though much appreciated

frosty heron
#

K well when I got my pc set up again, I will play around and let you know

ocean crow
#

ty

frosty heron
# ocean crow ty

Can u print string the controller too, I have a feeling that u might have valid controller but it doesn't have a valid pawn yet.

Just pure guessing

stuck sentinel
#

I have two problems here, the material is weird and some pieces are like half visible causing these

frosty heron
light garnet
#

Do you have to replicate the construction script??

frosty heron
light garnet
#

Construction script in character blueprint

light garnet
#

If i implement something there then it works on multiplayer?

frosty heron
#

You are looking at the rear side

light garnet
#

Or i have to replicate?

stuck sentinel
#

its all one material

frosty heron
#

It will simply run on every machine

light garnet
#

I have implemented an attached gun to the component. So it will work on server and client?

frosty heron
frosty heron
stuck sentinel
#

how do i fix that

frosty heron
#

U gotta flip the normal on that face that has problem

#

In your 3d software

stuck sentinel
cosmic kiln
#

ok i have a much bigger issue now

#

my character movement legit just nuked itself randomly

#

completely blank

#

looks like i'll have to load a backup, fuck my life

light garnet
#

I don't remember

#

Do you know me?

frosty heron
#

I think I used to pay you to do stuff

dark drum
# stuck sentinel

Select all faces and press Ctrl + N. Assuming good topology, it should fix it for you and show all blue.

fluid lagoon
#

For some reason my gamemode on begin play is showing an accessed non error for my Sun Variable, the sun var is a directional light contained within the player

#

And also even though there are no DLs in the level, no light appears

#

If anyone knew the best course of action Id be greatful!

#

The specific error Im getting also

stuck sentinel
#

WHAT DO I PUT HERE

frosty heron
#

Casting is just a type check

undone bluff
#

I assume a random actor not using naming conventions

frosty heron
undone bluff
#

you need to input a reference to the instance you want to cast to

frosty heron
#

That thing happend in 5.3 qfaik

stuck sentinel
frosty heron
#

@cosmic kiln if you have source control, maybe u want to roll back. Otherwise u r fucked I think

stuck sentinel
frosty heron
undone bluff
#

net itself is just a class

stuck sentinel
undone bluff
#

in the game it is instantiated, i.e. an instance of the class net. you need to get a reference to it somehow

frosty heron
#

Your game you decide. You need to pick some net that exist in the world then feed it into the cast

undone bluff
#

and there's a lot of approaches

stuck sentinel
#

this one

undone bluff
#

hell, casting should be your last resort, it creates a hard reference/dependency

stuck sentinel
#

is there another casting method

#

to get a variable from one blueprint to another

frosty heron
#

Casting is just a type check. It is not a method to "get one blueprint to another"

stuck sentinel
#

then what do i do

frosty heron
frosty heron
#

Also put prefix like bp_net

#

It's hard to read

stuck sentinel
frosty heron
stuck sentinel
#

done

frosty heron
#

In game manager create a variable of net

#

Make it an object ref

stuck sentinel
#

variable of net?

frosty heron
#

Yes

stuck sentinel
#

how

frosty heron
#

Create variable, type net. Then select object ref

stuck sentinel
#

done

frosty heron
#

Make it instance editable and expose on spawn

#

Select the variable and tick on the boxes I mentioned

stuck sentinel
#

done

undone bluff
frosty heron
#

Now drop game manager to the world

stuck sentinel
#

done

undone bluff
#

I love the eyedropper feature so much

frosty heron
#

So if the project is bp only, cast anyway no avoiding it but you can always use soft ref to load the heavy stuff like material, mesh etc

stuck sentinel
#

then what

undone bluff
#

since I assume there will be 2 nets?

frosty heron
# stuck sentinel then what

Click the game manager u drop to the world then look for the net variable. Select the eye dropper and pick the net in your world

frosty heron
#

Just gonna give example

#

This feels like private tuition already

stuck sentinel
#

done

#

❀️

#

then what

undone bluff
#

that's your reference

frosty heron
#

Now go to the bo where u trying to cast again

#

Bp*

stuck sentinel
#

yeah

frosty heron
#

Get actor of class select bp mamager

#

From the return value get net

#

Now that's your reference

#

It points to the net u selected

stuck sentinel
#

there

frosty heron
#

Well there u go

#

Don't even need to cast

stuck sentinel
#

okay but now how do i get the score variable

#

from net

frosty heron
#

That's Ur net, do w.e u please with it

#

From the blue pin of net drag and type get score or w.e variable it has

stuck sentinel
#

but i want the variable here

frosty heron
#

That's Ur damn widget

#

And not the bp u trying to cast in the first place

#

Widget job is just to read

stuck sentinel
#

yeah

#

so i want to return the score variable so it displays my score each goal i score

undone bluff
#

generally whatever creates the widget should keep a reference to it and manage it

#

which should probably be the game manager you made

#

are you displaying the widget in screen space or world space?

stuck sentinel
#

screen i guess

undone bluff
#

that return value on the create widget node

#

promote that to a variable

#

before adding to viewport

stuck sentinel
#

ok then

undone bluff
#

get actor of class

stuck sentinel
#

this right

undone bluff
undone bluff
#

that's the reference

stuck sentinel
#

okay

undone bluff
#

yea you need to set that

stuck sentinel
#

ok done

undone bluff
#

call it score widget reference or something

stuck sentinel
#

ok then

undone bluff
# undone bluff this

then you get a reference to the game manager, cast to it and hand it the reference you just made for your widget

stuck sentinel
#

after add to viewport?

undone bluff
#

yes

#

just copy and paste the variable you made to hold the reference for the widget

#

into the manager

stuck sentinel
#

ok then

undone bluff
#

and then you cast to it to set it too to the same value

stuck sentinel
undone bluff
#

return value > cast to game manager

stuck sentinel
#

ok then

undone bluff
#

as game manager set the widget reference to the same value as the one in the character blueprint

#

you need to copy the variable over to it first

stuck sentinel
#

the score variable

#

?

undone bluff
#

score widget reference

stuck sentinel
#

like this?

dark drum
#

If you're using the get all actors of class, I feel like using the game manger just to get a ref to to net is a little redundant.

undone bluff
stuck sentinel
#

do i go over to widget blueprint

undone bluff
#

use the "as game manager" pin

stuck sentinel
#

alright

undone bluff
#

as well as any other logic

#

this whole setup is scuffed but of well

#

it's probably fine for the type of game

stuck sentinel
undone bluff
#

you set the reference in the game manager

#

just like you did in the player character initially

stuck sentinel
#

in the gamemanager blueprint?

undone bluff
#

yes

#

it should have an identical variable to hold a reference

dark drum
undone bluff
#

you're 100% right that is what the game state is for

stuck sentinel
#

what now

undone bluff
#

I did not suggest the usage of a manager blueprint

#

what we're doing is instead a good approach if this was just a minigame in the scope of a bigger game

#

which is probably not the case

undone bluff
dark drum
# stuck sentinel what now

The best thing to do is spend some time learning about BP communication before you continue. If you don't understand it you're going to run into many issues.

The premise of getting a reference is very basic stuff.

undone bluff
#

as game manager, set the reference in the game manager to be the same as your player character

#

using the cast

stuck sentinel
#

where is the as game manager

undone bluff
#

in your player character

stuck sentinel
#

mhm

undone bluff
#

yΓ³u cast to it

stuck sentinel
#

get or set

undone bluff
#

set

dark drum
stuck sentinel
#

ok then

undone bluff
#

seriously you need to spend a few days getting your basics down, following step by step instructions will not help you much

stuck sentinel
#

reccomend me a course

undone bluff
#

unreal courses are pretty much all horrible

stuck sentinel
#

you mean from the unreal website

#

thats the one i did

undone bluff
#

ah the unreal website is fine

stuck sentinel
#

ok what course do i do

undone bluff
#

i thought you meant like udemy courses

#

I'm not sure I never watched any of them, they did not exist when I started

stuck sentinel
#

how did u learn blueprint communication then

dark drum
stuck sentinel
#

wdym

#

what is ue documentation

dark drum
stuck sentinel
#

should i learn from there

undone bluff
#

this looks fine

undone bluff
#

probably do it again haha

stuck sentinel
#

oh btw

#

you know poppy playtime the game

#

was it made using blueprint or c++

stuck sentinel
undone bluff
#

the documentation pretty much covers the same stuff

stuck sentinel
#

which one is better for my 47 iq

undone bluff
#

I'd personally watch the course and then read documentation, reinforcement learning is king

#

wait that's not what reinforcement learning means

stuck sentinel
#

how does the documentation work

#

do they give examples or tell yo what it does or what

undone bluff
#

it explains the different approaches to communication and its advantages and disadvantages

#

you can just look at it yourself it's not long

#

imo much better and faster than any course could be but people learn differently

#

do what works for you

frosty heron
#

You can watch Matthew blueprint communication video

#

It's less than 15 mins

stuck sentinel
frosty heron
#

I'm picking up rn. Youtube and type the title

stuck sentinel
#

and guys you know poppy playtime the game
was it made using blueprint or c++

frosty heron
#

Packing

undone bluff
stuck sentinel
#

what aside from multiplayer cant be done in blueprint

undone bluff
#

it's not so much about what can't be done

#

and multiplayer can definitely be done in blueprint

#

it's often a matter of things being a pain to do or running very slow in blueprint

#

there's some engine functionality that just isn't exposed to blueprints

stuck sentinel
#

could i do a full blueprint game with the stuff needed in c++ as bought assets

undone bluff
#

maybe

dark drum
undone bluff
#

there's an inherent cost per node

#

it is negligible generally

#

but sometimes it is not

#

any kind of heavy checks, calculations etc. will be much much slower

dark drum
undone bluff
#

the operations themselves not

#

yea, that is just C++ after all

#

I was thinking of, imagine you need A* pathfinding

#

any kind of recursive/iterative algorithms are hell

dark drum
frosty heron
#

Blueprint multiplayer is very limited

undone bluff
#

doesn't work for many games

frosty heron
#

If the game doesn't need to care about ping. Eg chess, then I wouldn't mind using bp only

undone bluff
#

though the replication the movement component does for you by default is super impressive

frosty heron
#

Expanding cmc is for intermediate. Luckily someone covered it... otherwise I wouldn't be able to implement it on my own

#

And that's where bp hit the wall too

#

U can't expand cmc in bp

#

Cpp only since you have to change the byte flag

#

I think changing walk speed is fine, problem is for something like sprinting, crouching etc

undone bluff
#

yea, change in runtime, I meant

frosty heron
#

Lots of fake tutorial in youtube doing sprinting in multiplayer with bp only

undone bluff
#

realistically, I need to either make my own movement component or really make sure I understand the existing one and it's quite intimidating

frosty heron
#

Then show that it "works"

#

But the truth is add a little lag like 5 ms. Surprise surprise game broken

#

Player get rubber banded every frame

undone bluff
#

hate having code in my game I do not fully understand, some of my approaches feel super hacky

frosty heron
#

Mover 2.0 coming in 5.4

#

Maybe that can be the saviour

undone bluff
#

thing is just way too big

#

wish it was divided up nicely

frosty heron
#

Cmc is made with capsule collision in mind too

#

So if u need a custom collision then rip

#

There is general movement component in market place that address the issue. I think it cost 350 dollars at least

undone bluff
#

I'd pay for it but then I'd have to understand how that works and that doesn't feel much better

cosmic kiln
undone bluff
#

I just don't want to have an opaque black box that handles the movement in my game πŸ˜”

frosty heron
undone bluff
#

reparenting tends to fix most corruption issues

#

if it's child of a child of character for example

#

reparent to character and then back

fluid lagoon
#

So to my understanding, the player start needs to be half way into the ground for VRPawn to spawn correctly, well my player start wont actually spawn my VRPawn and infact sets me to spectator mode and spawns me at the world origin, I have no idea why and Im at a complete loss

frosty heron
#

Read the warning

#

If Ur player start collide with something, it's going to fall back to doing something else depending on the spawn rule

#

Maybe there is option to spawn anyway while ignoring collision.

Select your player start and look around for the spawn rule

fluid lagoon
#

Ok Im an idiot I fixed it, so the player start has to be half way into the ground due to tracking capabilities, however, my VRPawn had static meshes with collisions enabled, so it was never going to spawn, jesus I was about to start ripping my hair out big time

#

Thank you @frosty heron for responding to my cry for help tho, if my brain hadnt have started working you would have been my saving grace

dry sleet
#

IIRC you can open it to reveal a collapsed auto-gen graph

remote meteor
#

and crash prone in 5.3

dark drum
undone bluff
#

apparently they were changed to the collapsed graph setup later on

#

might be a similar situation to blueprint nativization

#

i'd love to profile it but a lil busy atm

cosmic kiln
main lake
#

General question : If I make a project template with alot of stuff in it (blueprint actors, gamemodes, etc...) to sell it on the marketplace, is there a way for the buyer to "reset" the object to the state of when he bought my template in case he made some changes ?

By that imagine, I created a template and inside the BP_Character, I have an actor component handling the health for the player, and I wrote a logic to clamp the health to not go below 0, not going above MaxHealth, a method to catch damage, etc... And the buyer went into that component and start messing with the stuff I made to do some tests or make it fit his needs. But the buyer messed up the things and want to get that component back to its original state, with the default value I set, the logic I wrote, etc... without having to create a new project with my template. Is that possible ?

dark drum
# undone bluff i'd love to profile it but a lil busy atm

Interesting, if that's the case I definitely missed the change. I have used the math expression node before and found a slight improvement in performance when profiled. It would be nice to know if this is still the case. Of course if they've made performance improvements in other places it might have become redundant in that regard.

undone bluff
#

or rather how it is instantiated I guess

#

the default values will be the ones that are defined in the component itself

main lake
main lake
dark drum
remote meteor
#

to revert, the buyer will have to import the asset again

undone bluff
#

I think you are worrying over nothing

remote meteor
#

asset bought from marketplace is just copying to the project

main lake
undone bluff
#

this is entirely the buyer's responsibility, all you should do is provide an artist friendly setup with inheritance

#

if they mess with the core functionality that's up to them

dark drum
#

Does anyone know how to only show actors in the level outliner that are of a specific actors (or child of)

undone bluff
#

I have never used this but maybe?

#

also lol stacked outliners

dark drum
main lake
#

Like for instance

dark drum
main lake
dark drum